SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient - Powered by the Science of Games

In 2009 renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: She turned her recovery process into a resilience-building game. What started as a motivational exercise quickly became a set of rules for "post-traumatic growth". Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier.

Extra Lives: Why Video Games Matter

Tom Bissell is a prizewinning writer who published three widely acclaimed books before the age of 34. He is also an obsessive gamer who has spent untold hours in front of his various video game consoles, playing titles such as Far Cry 2, Left 4 Dead, BioShock, and Oblivion for, literally, days. If you are reading this copy, the same thing can probably be said of you, or of someone you know.

Gamify: How Gamification Motivates People to Do Extraordinary Things

Organizations are facing an engagement crisis. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy.

The Game Changer: How to Use the Science of Motivation with the Power of Game Design to Shift Behaviour, Shape Culture, and Make Clever Happen

Use the science of motivation with the power of game design to unlock motivation and drive progress in your organisation. There are two conventional ways to approach motivation: set goals and try to change attitudes and beliefs (which takes a lot of personalised effort); or develop incentives and rewards to inspire effort (which takes a lot of money).

For the Win: How Game Thinking Can Revolutionize Your Business

Take your business to the next level - for the win. Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche.

The State of Play: Sixteen Voices of Video Games

The State of Play is a call to consider the high stakes of video game culture and how our digital and real lives collide. Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics. The 16 contributors are entrenched - they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: They are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson.

Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games

Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games.

The Ultimate History of Video Games: From Pong to Pokemon: The Story Behind the Craze that Touched Our Lives and Changed the World

The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.

All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture

Through the stories of gaming's greatest innovations and most-beloved creations, journalist Harold Goldberg captures the creativity, controversy - and passion - behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last 50 years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment.

The Attention Merchants: The Epic Scramble to Get Inside Our Heads

In nearly every moment of our waking lives, we face a barrage of advertising enticements, branding efforts, sponsored social media, commercials and other efforts to harvest our attention. Over the last century, few times or spaces have remained uncultivated by the "attention merchants", contributing to the distracted, unfocused tenor of our times. Tim Wu argues that this is not simply the byproduct of recent inventions, but the end result of more than a century's growth and expansion in the industries that feed on human attention.

The Inevitable: Understanding the 12 Technological Forces That Will Shape Our Future

Much of what will happen in the next 30 years is inevitable, driven by technological trends that are already in motion. In this fascinating, provocative new book, Kevin Kelly provides an optimistic road map for the future, showing how the coming changes in our lives - from virtual reality in the home to an on-demand economy to artificial intelligence embedded in everything we manufacture - can be understood as the result of a few long-term accelerating forces.

42 Rules for Engaging Members Through Gamification: Unlock the Secrets of Motivation, Community and Fun

Play predates the development of human culture and our brains are hard-wired to use play as a tool to accelerate learning, strategically explore unfamiliar environments and develop collaborative social connections. Games are human created, formalized structures and processes designed to maximize engagement and get the most out of the "play" impulse. In fact, gaming comes so naturally to us, we don't even notice it for what it is.

The One World Schoolhouse: Education Reimagined

A free, world-class education for anyone, anywhere: this is the goal of the Khan Academy, a passion project that grew from an ex-engineer and hedge funder's online tutoring sessions with his niece, who was struggling with algebra, into a worldwide phenomenon. Today millions of students, parents, and teachers use the Khan Academy's free videos and software, which have expanded to encompass nearly every conceivable subject; and Academy techniques are being employed with exciting results....

Prepare to Meet Thy Doom: And More True Gaming Stories

From Masters of Doom author David Kushner comes Prepare to Meet Thy Doom, a compilation of true gaming stories covering many facets of America's biggest entertainment business: the video game industry. In addition to more than a dozen fascinating tales of game creation, play, business, and controversy, Prepare to Meet Thy Doom follows up on Kushner's previous best seller, Masters of Doom, with a long-awaited update.

Service Games: The Rise and Fall of SEGA: Enhanced Edition

New Edition! More content, images, and corrected text and facts. Monochrome edition. Starting with its humble beginnings in the 1950s and ending with its swan-song, the Dreamcast, in the early 2000s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the Internet and social networking, and before motion controls and smartphones, there was Sega.

The Zero Marginal Cost Society: The Internet of Things, the Collaborative Commons, and the Eclipse of Capitalism

In this provocative new book, Rifkin argues that the coming together of the Communication Internet with the fledgling Energy Internet and Logistics Internet in a seamless twenty-first-century intelligent infrastructure—the Internet of Things—is boosting productivity to the point where the marginal cost of producing many goods and services is nearly zero, making them essentially free.

One Click: Jeff Bezos and the Rise of Amazon.com

Amazon’s business model is deceptively simple: make online shopping so easy and convenient that customers won’t think twice. It can almost be summed up by the button on every page: Buy now with one click. Why has Amazon been so successful? Much of it has to do with Jeff Bezos, the CEO and founder, whose business strategy and unique combination of character traits have driven Amazon to the top of the online retail world. Originally a computer nerd rather than a businessman, he had the vision to capitalize on the untapped online marketplace for bookselling....

Algorithms to Live By: The Computer Science of Human Decisions

All our lives are constrained by limited space and time, limits that give rise to a particular set of problems. What should we do, or leave undone, in a day or a lifetime? How much messiness should we accept? What balance of new activities and familiar favorites is the most fulfilling? These may seem like uniquely human quandaries, but they are not: computers, too, face the same constraints, so computer scientists have been grappling with their version of such problems for decades.

Console Wars: Sega, Nintendo, and the Battle That Defined a Generation

A mesmerizing, behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the video-game industry. In 1990, Nintendo had a virtual monopoly on the video-game industry. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But all that would change with the arrival of Tom Kalinske, a former Mattel executive who knew nothing about video games and everything about fighting uphill battles.

Pre-Suasion: Channeling Attention for Change

The author of the legendary best seller Influence, social psychologist Robert Cialdini, shines a light on effective persuasion and reveals that the secret doesn't lie in the message itself but in the key moment before that message is delivered.

Hooked: How to Build Habit-Forming Products

Why do some products capture our attention, while others flop? What makes us engage with certain products out of habit? Is there a pattern underlying how technologies hook us? This audiobook introduces listeners to the "Hook Model," a four steps process companies use to build customer habits. Through consecutive hook cycles, successful products reach their ultimate goal of bringing users back repeatedly - without depending on costly advertising or aggressive messaging. Hooked is a guide to building products people can't put down.

Payoff: The Hidden Logic That Shapes Our Motivations

Every day we work hard to motivate ourselves, the people we live with, the people who work for and do business with us. In this way much of what we do can be defined as being motivators. From the boardroom to the living room, our role as motivators is complex, and the more we try to motivate partners and children, friends and coworkers, the clearer it becomes that the story of motivation is far more intricate and fascinating than we've assumed.

Idrees Haddad says:"Great insights into what motivates and demotivates"

Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration

Creativity, Inc. is a book for managers who want to lead their employees to new heights, a manual for anyone who strives for originality, and the first-ever, all-access trip into the nerve center of Pixar Animation - into the meetings, postmortems, and "Braintrust" sessions where some of the most successful films in history are made. It is, at heart, a book about how to build a creative culture - but it is also, as Pixar co-founder and president Ed Catmull writes, "an expression of the ideas that I believe make the best in us possible."

Ready Player One

At once wildly original and stuffed with irresistible nostalgia, Ready Player One is a spectacularly genre-busting, ambitious, and charming debut—part quest novel, part love story, and part virtual space opera set in a universe where spell-slinging mages battle giant Japanese robots, entire planets are inspired by Blade Runner, and flying DeLoreans achieve light speed.

Publisher's Summary

In today’s society, games are fulfilling real human needs in ways that reality is not. Hundreds of millions of people globally — 174 million in the United States alone — regularly inhabit game worlds because they provide the rewards, stimulating challenges, and epic victories that are so often lacking in the real world. Instead of futile handwringing about this exodus from reality, world-renowned game designer Jane McGonigal argues that we need to figure out how to make the real world—our homes, our businesses and our communities—engage us in the way that games do.

Drawing on positive psychology and cognitive science, McGonigal reveals how game designers have hit on core truths about what makes us happy, from social connection to having satisfying work to do. Game designers intuitively understand how to optimize human experience. Reality is Broken shows that games can teach us essential lessons about mass collaboration, creating emotional incentives, and increasing engagement that will be relevant to everyone.

Being a developer of games and simulation/training software, myself, I think that this book delves into an important question: why do we play games? After all, when one thinks about it, most games are simply work, a series of repetitive tasks. What makes them *fun*? And why doesn’t work we do in real life engage us in the same way? Why do people enjoy doing chores in The Sims and Farmville, but hate doing their actual dishes and laundry? Why are X-Box first person shooter matches so popular with soldiers in Afghanistan, who presumably get enough of the real deal?

If you can mentally compensate for the author’s extremely starry-eyed view of gaming and gamers, she does raise some interesting points. There’s no question that games tap into our neurochemical wiring, stimulating our brains' reward systems with bite-sized challenges and constant feedback. We enjoy the competition and freedom of experimentation that games offer. Playing them also has more meaningful benefits, such as building self-confidence, providing healthy escape from stress, allowing us to explore and experiment, fostering community and connection, even creating a feeling of connection to something bigger.

This leads to the book's central questions: how can we apply what works in games to make aspects of the real world more engaging? How can we use game-like systems to solve problems that really matter? Would we have more fun with reality if it was more benignly competitive, more open to experimentation, more full of positive feedback for doing the right thing? If you weren't familiar with buzzy terms like "augmented reality" or "massively single-player", you will be.

While McGonigal probably won’t sell you on the notion that games can solve humanity’s problems, her anecdotes about successful projects make a convincing case for their future potential. Yes, many of the cutesy social apps she described, such as the one that rewards users with virtual prizes for jogging, seem a little inconsequential, but the point is the *possibility* they imply. If we're using smart phones to manage our lives anyway, why not make the experience fun? I was fascinated by the use of crowd-sourcing to unravel a British political scandal (with astonishingly effective results) and McGonigal's assessment of wikipedia in gaming terms. The World Without Oil game and some similar experiments show a potential role for gamelike collaborative systems in addressing widespread political disconnect.

The author also provides a sense of the sheer energy, enthusiasm, and range of interests of gamers themselves. Let’s face it, if hundreds of millions of people across the Earth are using computers and playing games every day, this represents a huge mindshare that might be tapped. Sure, not all of their skills translate to real-world problems, but many do. As I’ve seen in my own line of work, part of the reason that game-based military simulations are so effective is because they leverage an already-existing base of skills found among most young people who join the US military (and I don’t mean shooting stuff, but navigating virtual environments).

McGonigal’s unbridled excitement may not speak to every reader, but I think that most who have had a more-than-casual experience with gaming will understand where it's coming from. Even if you decide not to read the book, I recommend googling some of the author’s talks and projects.

The introduction is overwrought, too long and rather dry. Past that the book gets rather amazing. I was seconds from deciding this book wasn't worth my time but the intro finally ended. It is an excellent explanation of what gamers get out of games and why- useful for parents and friends. It serves as a good introduction to the whole phenomenon of gamers and gaming for the curious and it will warm the hearts of gamers far and wide. Much more than that though it places context to gaming within social science and broader social issues. It reminds me of the recent books by Dan Ariely in it's reliance on research and on the recent work on Marriage ("For Better") in tone and structure and biochemical explanations. The reader is good though we disagree on how a few words are pronounced.The author get's a bit self-congratulatory at times but it's not over done. I very nearly Love this book. I would recommend it to anyone who has even a slight interest in putting Gaming into context.

Were the concepts of this book easy to follow, or were they too technical?

The concepts were easy to follow; I would say that McGonigal's sentence structure is a little complex, and suited to someone of an academic background.

Any additional comments?

This book is incredibly well researched, and ties together complex themes in psychology, sociology, and computer science. Part 1, the background of McGonigal's thesis, was fascinating, and Part 2, which related more of her own personal story, was also interesting. But the list of games and web sites in Part 3 seemed unnecessarily long. That's why I marked down the rating. For such a strong start, the book didn't finish in a very interesting way.

That said, I did find myself bookmarking important concepts and jotting down names of web sites and games to check out later. McGonigal motivated me to explore games to improve my health and the planet.

Having been around computers and games since I was 2, and having played online games from the start when I was 13, I can say that Jane McGonigal's description of the online world today's kids are growing up with is extremely accurate. When I sat down to write what soft skills I've picked up from all my years playing online games, I came up with a rather exhaustive list. It's astounding, regardless of the genre played (FPS, like Halo, MMOs like World of Warcraft).

Why do we find games so engaging, so engrossing? Many schools, businesses and the like are blaming 'addiction' to games for people tuning out. It goes far, far beyond simple 'addiction' (though problems do exist). Jane goes to great lengths to EXPLAIN the concepts of engagement this 'video game addiction' really consists of - and that schools, businesses and the greater community can and SHOULD learn from such an efficient, accessible use of these concepts to improve the quality of life for everyone in society.

This book does a great job of taking a look at game design- from traditional games to MMORPG's to alternative reality games- for the interested computer scientist. I think anyone who regularly teaches would also appreciate this book. Fantastic job, it's already inspired me with various ideas on math games for kids. The only thing I would like for books like this are some cliff notes to help me remember what I've listened to.

Just got the audio book, but in one word I would have to call it interesting. Being a gamer I related to a lot of segments Jane McGonigal wrote about. I first found out about the book, by watching her interview on G4 TV's show "Attack Of The Show". I myself had to get in front of an audience once, to talk about the positive interaction that games have for people. I hope this small review helps your decision making on buying this audio book. By the way Jane, good job with everything.

Incredibly insightful book about the games culture and why it's so engrossing. Don't be scared off by the length of the book. Totally worth the time.

She outlines specifically what games give us and how we can use that in reality.

I like how in the second half of the book, Ms. McGonigal focuses on how games can be used to improve our lives and to address some of the larger problems affecting our world. Her research will make a huge difference in our world if we take it and run with her ideas.

I could barely get through this book. Yes, once in a while there is a thought worth considering but for the most part, I don't buy the general premise.

A little investigation shows that many of the examples cites in the book have faded away. Maybe 'fadded' as in 'fad', is the better term.

Before these gamification programs can have lasting effect, they need to require less time and maintenance. And, the rewards need to be worth the effort. No one, and there are many books on this subject, explains practical ways of gamifying progress.

Sure, I agree with the concepts in principal but see no practical ways of putting most of them into practice.

You might enjoy this book. Don't let me discourage you. I personally didn't find much there. Instead, look at The Game Changer by Jason Fox. Much more interesting.

This book challenged my prejudice about games and gamers. After the first chapter, I became so intrigued with the author, that I sought out her TED talk and other videos. She's intuitive and innovative. Reading this book is like spending time with your smartest girlfriend. It will open your mind to new possibilities.

What other book might you compare Reality Is Broken to and why?

"Reality is Broken" reminded me a bit of "Whack on the Side of the Head" by Roger VonOech. They both view conventional wisdom through seldom-used lenses, and reveal valuable conclusions.

What about Julia Whelan’s performance did you like?

Julia Whelan's narration is well-suited to this book. She expressed the author's intent with authority and passion, and her vocal age and pace are just right for the material.

If you were to make a film of this book, what would be the tag line be?

Reality Is Broken is excellent, but the amount of detail provided is excessive for making and demonstrating the author's points. For most readers it would be a better book if it were abridged. In particular the second half of the book seems to be a discussion of every game project the author had ever been involved with.